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	<title>Anticheat &#8211; Eamon Woortman</title>
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		<title>RTCW 1.0PB</title>
		<link>https://eamonwoortman.github.io/project/rtcw-1-0pb/</link>
					<comments>https://eamonwoortman.github.io/project/rtcw-1-0pb/#respond</comments>
		
		<dc:creator><![CDATA[eamon]]></dc:creator>
		<pubDate>Fri, 19 May 2023 18:36:47 +0000</pubDate>
				<category><![CDATA[anticheat]]></category>
		<guid isPermaLink="false">https://eamonwoortman.github.io/?post_type=project&#038;p=582</guid>

					<description><![CDATA[RTCW 1.0PB is a cracked RtCW 1.3 client/server binary which enables servers and players to use Punkbuster &#160;in the RtCW 1.0 version. RtCW 1.0 is an older version which didn’t feature the Punkbuster or any other anti-cheat measurements by design. After seeing people didn’t want to use my own anti-cheat system (Mousetrap), I decided to [&#8230;]]]></description>
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<p><strong>RTCW 1.0PB</strong> is a cracked RtCW 1.3 client/server binary which enables servers and players to use Punkbuster &nbsp;in the RtCW 1.0 version. RtCW 1.0 is an older version which didn’t feature the Punkbuster or any other anti-cheat measurements by design. After seeing people didn’t want to use my own anti-cheat system (Mousetrap), I decided to try if I could bring Punkbuster into the picture.<br>The older 1.0 version did not differ that much from 1.3 and after earlier attempts with WolfTV_1.0, I figured I could do the same thing with Punkbuster.</p>



<p>There were two things I had to do, change the client so it could join RtCW 1.0 servers and change the server so it would pose as a normal 1.0 server.</p>



<p>In order to make the 1.3 server binary compatible with 1.0, I had to bypass the protocol check. This protocol check prevented the client to join servers with a different protocol. I used <a href="http://ollydbg.de/">OllyDbg</a> to find a specific error message, ‘ERROR: Protocol Mismatch Between Client and Server’. When I found the message, I merely had to change the assembly instruction which was responsible for comparing the two protocols(client/server) to always return true. This way any client would be able to connect to the server. Lastly, I had to change the version and protocol so it would register to the masterserver as a 1.0 server.</p>



<p>The client was a bit easier, it would only need to get a different server list. This was achieved by changing the filter RtCW sends to query servers from the masterserver.</p>



<p>After a couple of trials, S4NDM4NN and AG3NT asked if they could help out and they took over the project and added&nbsp;additional features and offered a central place for the community.</p>



<p>Despite the fact it was working fine, people were not keen in using it as some people experienced lag with Punkbuster.<br>We also found out people generally don’t like change. This RtCW 1.0PB meant they had to download new binaries from some website, which many people simply didn’t want.</p>



<figure class="wp-block-image"><a href="//eamonwoortman.nl/wp-content/uploads/2016/11/rtcw10pb2.jpg"><img fetchpriority="high" decoding="async" width="300" height="240" src="//eamonwoortman.nl/wp-content/uploads/2016/11/rtcw10pb2-300x240.jpg" alt="" class="wp-image-17" srcset="https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2-300x240.jpg 300w, https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2-768x614.jpg 768w, https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2-1024x819.jpg 1024w, https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2-252x201.jpg 252w, https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2-104x84.jpg 104w, https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb2.jpg 1280w" sizes="(max-width: 300px) 100vw, 300px" /></a></figure>



<figure class="wp-block-image"><a href="https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb1k.jpg"><img decoding="async" width="170" height="128" src="https://eamonwoortman.github.io/wp-content/uploads/2016/11/rtcw10pb1k.jpg" alt="" class="wp-image-11"/></a></figure>


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				<a href=https://eamonwoortman.github.io/project/openssl-universal-patcher/ target='_self' rel='noreferrer'>OpenSSL Universal Patcher</a>			</h2>
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				<span>May 21, 2023</span>
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				Besiege on the Xbox PC/Microsoft Store platform crashes for users with specific hardware specifications due to a bug in the Unity 5.4.0f3 Editor and builds
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				<a href=https://eamonwoortman.github.io/project/dutchfix-for-wet-tce/ target='_self' rel='noreferrer'>DutchFix for W:ET – TCE</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>May 19, 2023</span>
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				Dutchfix&nbsp;is&nbsp;a QMM plugin I created with Merlin1991 to counteract a few nukes and exploits in the awesome True Combat Elite(TCE) mod. TrueCombat:Elite (TCE) is a
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				<a href=https://eamonwoortman.github.io/project/rtcw-1-0pb/ target='_self' rel='noreferrer'>RTCW 1.0PB</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>May 19, 2023</span>
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				RTCW 1.0PB is a cracked RtCW 1.3 client/server binary which enables servers and players to use Punkbuster &nbsp;in the RtCW 1.0 version. RtCW 1.0 is
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				<a href='https://eamonwoortman.github.io/project/rtcw-1-0pb/' target='_self' rel='noreferrer'>Read More</a>
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				<a href=https://eamonwoortman.github.io/project/gamemonkey-scriptmod/ target='_self' rel='noreferrer'>GameMonkey ScriptMod</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Feb 13, 2017</span>
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				GameMonkey Scriptmod&nbsp;is a&nbsp;project where we implemented the scripting language GameMonkey into a Quake3 Multimod plugin.Quake3 Multimod is a plugin manager which sits between the Quake3
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				<a href=https://eamonwoortman.github.io/project/wolftv-1-0/ target='_self' rel='noreferrer'>WolfTV 1.0</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				WolfTV_1.0&nbsp;is a cracked version of the amazing WolfTV&nbsp;by Brad “FonFon” Whitehead. WolfTV is a streaming server which allowed an large (if not unlimited) amount of
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				<a href=https://eamonwoortman.github.io/project/continuous-delivery/ target='_self' rel='noreferrer'>Continuous Delivery</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Feb 13, 2017</span>
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				“Continuous Delivery was a project in I was tasked with at Little Chicken Game Company to create a build pipeline for our Unity3D projects. Prior
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				<a href=https://eamonwoortman.github.io/project/resato-waterjet-virtual-training/ target='_self' rel='noreferrer'>Resato Waterjet Virtual Training</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Jan 29, 2017</span>
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				Resato Waterjet Virtual Training was a&nbsp;full 3D simulation of one of their watercutting machines. &nbsp; The project goal was to create a simulation in which
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							<h2 class='apbPostTitle'>
				<a href=https://eamonwoortman.github.io/project/new-generation-mod-plus/ target='_self' rel='noreferrer'>New Generation Mod Plus</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Jan 1, 2017</span>
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				New Generation Mod Plus&nbsp;is&nbsp;a Return to Castle Wolfenstein modification I did with MrPingu in 2007-2008. It was one of the first mods&nbsp;available on RtCW DEMO
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					<a href='https://eamonwoortman.github.io/project/new-generation-mod-plus/'>Read More &raquo;</a>
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				<a href=https://eamonwoortman.github.io/project/mousetrap-3/ target='_self' rel='noreferrer'>Mousetrap 3</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Jan 1, 2017</span>
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				Mousetrap3&nbsp;is a multi-component anti-cheat system containing a anti-cheat client which detects known cheats and injectors, a server mod which could ban cheaters and talk to
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				<a href=https://eamonwoortman.github.io/project/etlive/ target='_self' rel='noreferrer'>ETLive</a>			</h2>
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				<span><a href='https://eamonwoortman.github.io/author/eamon/' rel="author">eamon</a></span>
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				<span>Jan 1, 2017</span>
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				ETLive&nbsp;was a project that roughly started in 2011 which goal was to create a&nbsp;browser embedded version of Enemy Territory. Four years ago, we started with
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		<title>WolfTV 1.0</title>
		<link>https://eamonwoortman.github.io/project/wolftv-1-0/</link>
					<comments>https://eamonwoortman.github.io/project/wolftv-1-0/#respond</comments>
		
		<dc:creator><![CDATA[eamon]]></dc:creator>
		<pubDate>Mon, 13 Feb 2017 18:36:00 +0000</pubDate>
				<guid isPermaLink="false">https://eamonwoortman.github.io/?post_type=project&#038;p=583</guid>

					<description><![CDATA[WolfTV_1.0&#160;is a cracked version of the amazing WolfTV&#160;by Brad “FonFon” Whitehead. WolfTV is a streaming server which allowed an large (if not unlimited) amount of players to spectate a live match.Without WolfTV, you wouldn’t be able to accommodate that many players in one gameserver. The original version he created was not compatible with Return To [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>WolfTV_1.0</strong>&nbsp;is a cracked version of the amazing <a href="http://www.geeteevee.com/readme.php">WolfTV</a>&nbsp;by Brad “FonFon” Whitehead.</p>



<p>WolfTV is a streaming server which allowed an large (if not unlimited) amount of players to spectate a live match.<br>Without WolfTV, you wouldn’t be able to accommodate that many players in one gameserver.</p>



<p>The original version he created was not compatible with Return To Castle Wolfenstein 1.0.<br>Despite its flaws, there were still alot of players which played RtCW 1.0 and also in a competitive way. One of these players, Orange, asked me to see if we can make it work for RtCW 1.0.<br>After some debugging with OllyDbg and trial and error, I managed to bypass the protocol check and change some information sent on connect and to the master server.<br>This resulted in a working WolfTV server for RtCW 1.0.<br>Unfortunately after searching for a while, I was unable to find any binaries.</p>
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		<title>Mousetrap 3</title>
		<link>https://eamonwoortman.github.io/project/mousetrap-3/</link>
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		<dc:creator><![CDATA[eamon]]></dc:creator>
		<pubDate>Sun, 01 Jan 2017 18:45:00 +0000</pubDate>
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					<description><![CDATA[Mousetrap3&#160;is a multi-component anti-cheat system containing a anti-cheat client which detects known cheats and injectors, a server mod which could ban cheaters and talk to the back-end and lastly a back-end which stored the bans.Return to Castle Wolfenstein 1.0 had no anti-cheat system when I did this project. In order to catch cheaters, we had [&#8230;]]]></description>
										<content:encoded><![CDATA[
<p><strong>Mousetrap3</strong>&nbsp;is a multi-component anti-cheat system containing a anti-cheat client which detects known cheats and injectors, a server mod which could ban cheaters and talk to the back-end and lastly a back-end which stored the bans.<br>Return to Castle Wolfenstein 1.0 had no anti-cheat system when I did this project. In order to catch cheaters, we had to monitor players, repeatedly make demo’s and collectively decide whether the player was cheating. This was a painful process as the caught cheaters could easily spoof their banned IP’s and try again under a different nickname.<br>I had the idea of checking the client by looking at some cheat source codes from known cheat websites. These sources hooked in between the engine and client mod. I figured I could do the same and somehow communicate to the server.</p>



<p>The result is a simple client hook which;</p>



<ul>
<li>generated a GUID from the player’s hard drive</li>



<li>scans the process list for known injectors</li>



<li>scans the loaded module list for known cheats</li>



<li>scans for known activated cheat variables</li>



<li>sends a list of client variables to the server</li>
</ul>



<p>Once the client has analysed the player’s instance, it would send the result to the server.</p>



<p>The Mousetrap&nbsp;server would then kick and ban that cheating player by GUID by sending it to the back-end.<br>Besides checking the players for cheats, the server would enforce a variable limit to the 4 variables known to be used for warping or misuse;</p>



<ul>
<li>”cl_maxpackets”</li>



<li>”rate”</li>



<li>”cl_timenudge”</li>



<li>”cg_shadows”</li>
</ul>



<p>In hindsight, the server was a bit messy and not super secure (although the data was obscured). I also changed tactics, instead of using QMM, I created a “Frankenstein library” which did the same thing as the client hook, but now for the game mod on the serverside.<br>The back-end was a collection of simple PHP scripts which was connected to a MySQL server.</p>



<p>I did this project in 2009 and I wasn’t the experienced developer I am now so it was all a bit messy.<br>The setup worked quite good but people were reluctant of installing it because it meant they had to manually install stuff. Also most of the server admins didn’t want to cooperate because they were scared of losing players. In the end I shut the project down because there wasn’t enough interest in it and I started with the <a href="https://eamonwoortman.github.io/project/rtcw-1-0pb/" data-type="URL" data-id="https://eamonwoortman.github.io/project/rtcw-1-0pb/" target="_blank" rel="noreferrer noopener">RTCW 1.0PB project</a> which worked better anyway.</p>



<p></p>
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